Elinar braves the cold, though he takes damage from the auras of the zombies. He also takes a glancing blow from Blue as he moves by, doing 6 damage, and drawing a trickle of blood (rolled a 19). Upon reaching the ice, he feels his feet start to give way, but maintains his balance (save vs ice (1d20+1=15)) and stabs the zombie. The skeletons go next. Orange, in a daze, turns and runs out of the chamber past the other two skeletons. The other two lob globes of flame, one missing Elinar and the other hitting Zhadr for 7 fire damage (and ongoing 5 fire damage, save ends).

OOC: The ice patch is a trap. Any living creature entering (or taking any move action on it) it must make a save or fall prone immediately.

"A skeleton running away? Most strange." thinks Embris, while also contemplating what he should do next.

OOC: Elinar gets an opportunity attack against the orange skeleton when it moves away. I'm fairly sure Josh would want to do that, so you can either go ahead and roll the melee basic attack in invisible castle for him or let him do it. If he kills the skelly, he will get 5 thp from his lifedrinker dagger. If he misses with his OA, Josh can decide if he wants to use elven accuracy or not.

OOC: Distract thoughts on blue zombie, granting CA. Betrayal hits 30 vs WILL. On a hit, blue zombie is pushed to M3, makes a melee basic on pink skeleton with +4 to hit and +4 damage, and blue is also dazed until end of Embris' next turn.

Poised and ready for battle, Betty feels the aura of the green zombie a little too close to her for comfort. "I'll fix that," she smiles as she tosses her auburn hair behind her shoulders and eyes her prey. In a flash of motion, she aims two piercing arrows at the green zombie, hoping to damage the creature.

Dual Soul (Race): Make saves vs. dazed and dominated at the start of your turn instead of the end.

Mantle of Clarity (Class): Srivath and allies within 5 squares of him gain a +4 bonus to defenses against OA's, and +2 to Insight and Perception.

Powers (Power Points 4/4)

-Distracting Strike

-Energizing Strike

-Focusing Strike

-Ardent Alacrity

-Ardent Surge x2

-Bastion of Mental Clarity

-Dimensional Swap

-Oath of Enmity

-Second Wind

-Enlightening Pulse

-Implanted Suggestion

Items

-Bloodthirst Bracers (Daily): Free Action. Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 2 + your Charisma modifier (+5) (save ends).

-Healer's Brooch +1: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.

-Impostor's Finemail +2 (At-Will): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.

-Vengeful Greatspear +1 (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your next turn.

Zhard grabs the nearest zombie's mind, and thrashes it around.
Reeling Torment on the green zombie.1d20+13=24 Cha vs. Will.
3d8+9=23 Psychic damage. I shift him up to 3 squares my turn as a free action.1d20+17=26 Fort save on the ogd.

&nbspZhadr

Male Dragonborn Sorcerer 5

Passive Perception: 12, Passive Insight: 12

AC:17, Fort:17, Reflex:14, Will:20 - Speed:6

HP:52/52, Bloodied:26, Surge Value:13, Surges left:6/6

Action Points: 1

Resist/Pierce 5 Acid, Resist 10 Force; +1 attack while bloodied

+1 attack after hitting enemy with at-will; +2 AC after first bloodied

Zhadr inflicts severe psychic torment on the zombie, which begins to ooze, and the connection establishes a link where the sorcerer can slide the creature at his will. He then shakes off the lingering fire.

OOC: Nathan, please elaborate a little more in your posts to have fun with it. Also, all saves are 1d20+1 unless something states otherwise. Your roll of 9+1 still gets you there, though.

OOC: Immobilized means you can't move your character, but you can still take other actions. You sould attack green zombie with a powerful encounter power or your best at-will. Better yet, make TWO standard actions by using an action point since we'll all be getting another action point after this battle.

Johan grunts, trying to ignore the freezing cold.1d20+1=15, 1d20+1=17(i think that makes it)
With a yell, He strikes out twice at the nearest zombie, putting all his force behind the blows. "Freeze/burn this!"

The dwarf feels cold, fire, and more cold, but still manages to strike the zombie with his axe. The zombie looks like it will fall over at any moment, but barely stays upright. Johan then summons his reserve energy to attack again, but his earlier attack must have taken too much out of him, as he misses. He does, however, manage to shake off the effects of both types of ongoing pain.

The first zombie feels its allies burning it, and moves out of the auras as fast as it can. The extra motivation must help, because it deals a mighty blow to Elinar for 10 cold damage and ongoing 5 cold damage, immobilizing the rogue until the end of the zombie's next turn. The other zombie engages the fighter, but cannot pierce Johan's armor.

OOC: Saving throws, as as FYI, happen at the end of your turn, so you still took the ogd before saving against it. And sorry, Josh, but 14 hp and taking 15 cold damage (10 from auras and 5 from ogd) at the start of your turn. I didn't put you at -1 in case you have something to do as an imm. action, but if not, death saving throw time for Elinar.

The rogue hits the ground, but manages to stave off death for the time being. The two skeletons in the back of the room again lob orbs of flame, this time both at Zhadr. One bounces harmlessly to the ground, but the other hits the sorcerer for 9 fire damage, and ongoing 5 fire damage (save ends).

"Srivath..." says Embris inside the ardent's mind. "do what you can for the thief. He will likely need help very soon."

The psionic then squints in concentration, focusing his mind into a sharp sliver that will infiltrate multiple consciousnesses. Entering the space between thoughts, he then projects feelings of despair, hopelessness, and defeat.

OOC: Dishearten targeted on J3, burst 1, hitting green for 22 vs WILL, blue for 22 vs WILL, and Elinar for 14 vs WILL (forget to include the -2 for ranged attacks against a prone enemy, err, creature). Each creature hit takes 14 psychic damage and has -2 for all attacks until the end of Embris' next turn.